package game.actor
{
	import engine.math.*;
	import game.asset.*;
	import game.scene.*;
	
	public class RxAttackNode
	{
		private var m_nav:RxAssetNavNode;
		private var m_actor:RxActor;
		private var m_attackSpot:Array;
		private var m_attackSpotNode:Array;
		private var m_currentNode:int;
		private var m_updated:Boolean;
		private var m_frame:int = 0;
		public static const NUM_ATTACK_SPOTS:int = 9;
		public static const NUM_GROUP_SPOTS:int = 18;
		public static const NUM_LARGE_SPOTS:int = 18;
		public static const ATTACK_SPOT_RADIUS:Number = 200;
		public static const LARGE_SPOT_RADIUS:Number = 400;
		public static const ATTACK_SPOT_TOLERANCE:Number = 0.2;
		public static const LARGE_SPOT_TOLERANCE:Number = 0.1;
		public static const ATTACK_SPOT_MIN_RADIUS:Number = 160;
		public static const ATTACK_SPOT_MAX_RADIUS:Number = 240;
		public static const LARGE_SPOT_MIN_RADIUS:Number = 360;
		public static const LARGE_SPOT_MAX_RADIUS:Number = 440;
		
		public function RxAttackNode(nav:RxAssetNavNode, actor:RxActor)
		{
			this.m_nav = nav;
			this.m_actor = actor;
			this.m_attackSpot = new Array();
			this.m_attackSpotNode = new Array();
			this.m_currentNode = -1;
			this.m_updated = false;
			var i:int = 0;
			while (i < NUM_ATTACK_SPOTS + NUM_GROUP_SPOTS + NUM_LARGE_SPOTS)
			{
				
				this.m_attackSpot.push(null);
				this.m_attackSpotNode.push(-1);
				i++;
			}
		}
	}
}